Not do whatever, but to create actually cohesive systems that can be depend upon. Not just context sensitive one-off mechanics that you can never use in any other instance.
- Calling the police to distract them so you can infiltrate another mission location.
- Use social media if you need a specific character to assassinate.
- Follow the ambulance car when he drives into the hospital so you can sneak if after it, if the player needs te be inside.
Etc.
Receive a objective and let the player play around the the simulated systems to figure out a way.
Games like Watch-dogs 2 or MGS5 made great strides in achieving the creative problem solving route in a Open-world settings with cohesive simulated systems. To me, that's way more engaging then: '
watch cutscene -> follow waypoint -> randomly get into gunfight that the story demands -> watch cutscene.' It's mind numbingly boring design. The fantasy of Grand Theft Auto wasn't '
doing scripted missions', it's '
playing around in a reactive world and making a interesting mess'
Don't get me wrong, I love good storytelling in games and watching cutscenes now and again, but I -as the player- would rather solve the problem myself using the mechanics and tools given, instead of letting the game solve the problem for me, and making me feel like a actor moving into place without reading the script beforehand. I think there is a clever middle ground that is still untapped that can progress their design and inspire other designers/studios.